But I think it is nothing special. I heard that Blinn-Phong is part of the fixed-function toolbox in OpenGL. So I feel like I haven't really achieved much for now. But if it looks ok in the game, than I will be glad.

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That looks really cool. Do you plan to use lots of real time lighting, or is it for just a few special effects?

I would like to add a few special effects. So this is not for extensive use. But it is great for learning how to do this and that and lighting in 3D was something I wanted to do for a long time now.

EDIT: Ah, almost forgot: your project is super-mega-great, Vermeer. I am actually trying to get my project half as beautiful as yours.

I haven't achieved as much as I would have liked to in the last week, but after all it is still going forward.

Most of the time was spent on analyzing the usage of memory and refactorings based on that. Did some corrections on the rendering algorithm and the usage of the VBOs. I added two textures (dirt and grass) and created a few chunks to play and experiment. Nothing special though.I also added a little hud to select the used cube type with the mouse wheel.

Everything is still very dirty and hacked together. I will do some polishing, when there is nothing more urgent in the way.

There is also a downloadable versionThis version is compiled with jdk 1.7.0_07.You may be experiencing a collision bug when jumping at edges of cubes. This will be fixed in a later version. Please tell me, if you have problems or get other errors.

Next up:adding fog and frustum culling and fixing the damn collision testing bug.

benCraftAlpha3_17_E.jar is what i downloaded (in case you put up a wrong file)

Had to cut down the size of the image, so I only posted the main bits, In Australia we have usage caps, and I capped mine, but it should be reset on the 23rd. I'm wondering how I managed to survive on dial up lol

benCraftAlpha3_17_E.jar is what i downloaded (in case you put up a wrong file)

Oh my .... THIS looks terrible! It is a fine screenshot, a masterpiece, but the gaps! Gotta do something about it!

But honestly, I don't know what could be causing this. As I am not able to reproduce this I will hardly ever know if I have fixed it by doing anything. Hmmm, maybe I should think about what could be causing this first. Or maybe someone already knows it...If you would like to help me further, you could tell me what hardware you have, especially graphics card of course. Maybe I will eventually get an idea, what is the reason for these gaps.

Anyway, thank you for your screenshot, this is worth a... uhm... chunk of gold!! With chocolate on the inside. No, really, thanks for that.

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In Australia we have usage caps, and I capped mine, but it should be reset on the 23rd.

Good to know, so I will be warned before wandering off to Australia. (don't get me wrong, I am not planning to go to Australia... maybe Austria. *g*)

BTW - what do you do when a collision occurs, do you check for collision before allowing movement?

I am not sure, if my approach is really that good, but I do it like that:Since my movement is based on velocity and friction, when I move the player, a constant value times delta (in ms) is added to the velocity vector. So, when I am checking for collision, I am testing it with my velocity vector. After collision check I cap the vector by multiplying it with the time value of the collision check ( a value in [0,1] ). - If the value for multiplying is 1, then the whole vector will be applied. - If it is lower, the vector will be used with the lower values and then resetted to 0. I am still working on my strafing algorithm, so I am not talking about that now.

Just wanted to say that I am stopping my activity on this project. I have learned so many new things through it, but I am also getting a bit tired of it. After all it is just a clone of minecraft.

I am now working on another project which I plan to finish. Honestly, I will do this! But it will be only 2D.

I will not make a topic for the new project for now. This will be done, when there is enough material and a demo to test it.All that I can say now: currently I am working on my own particle generator for the game. This is what it looks like:

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